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Add PlayerCode for enhanced score tracking and host validation logic in cooperative mode. Optimize UI for mobile devices with new responsive styles.
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This commit is contained in:
Sebastian Unterschütz
2026-01-04 17:34:19 +01:00
parent 8f49a691f7
commit 400a7e752b
6 changed files with 102 additions and 29 deletions

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@@ -161,27 +161,30 @@ func (g *Game) sendJoinRequest() {
msg := WebSocketMessage{ msg := WebSocketMessage{
Type: "join", Type: "join",
Payload: game.JoinRequest{ Payload: game.JoinRequest{
Name: g.playerName, Name: g.playerName,
RoomID: g.roomID, RoomID: g.roomID,
GameMode: g.gameMode, GameMode: g.gameMode,
IsHost: g.isHost, IsHost: g.isHost,
TeamName: g.teamName, TeamName: g.teamName,
PlayerCode: g.playerCode,
}, },
} }
g.sendWebSocketMessage(msg) g.sendWebSocketMessage(msg)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID) log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s, PlayerCode=%s", g.playerName, g.roomID, g.playerCode)
} }
// sendStartRequest sendet Start-Request über WebSocket // sendStartRequest sendet Start-Request über WebSocket
func (g *Game) sendStartRequest() { func (g *Game) sendStartRequest() {
myID := g.getMyPlayerID()
msg := WebSocketMessage{ msg := WebSocketMessage{
Type: "start", Type: "start",
Payload: game.StartRequest{ Payload: game.StartRequest{
RoomID: g.roomID, RoomID: g.roomID,
PlayerID: myID,
}, },
} }
g.sendWebSocketMessage(msg) g.sendWebSocketMessage(msg)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s", g.roomID) log.Printf("▶️ START gesendet über WebSocket: RoomID=%s, PlayerID=%s", g.roomID, myID)
} }
// publishInput sendet Input über WebSocket // publishInput sendet Input über WebSocket
@@ -255,21 +258,30 @@ func (g *Game) submitScore() {
// Verwende Team-Name für Coop-Mode, sonst Player-Name // Verwende Team-Name für Coop-Mode, sonst Player-Name
displayName := name displayName := name
teamName := "" teamName := ""
playerCodeToUse := g.playerCode
if g.gameMode == "coop" { if g.gameMode == "coop" {
g.stateMutex.Lock() g.stateMutex.Lock()
teamName = g.gameState.TeamName teamName = g.gameState.TeamName
hostPlayerCode := g.gameState.HostPlayerCode
g.stateMutex.Unlock() g.stateMutex.Unlock()
if teamName != "" { if teamName != "" {
displayName = teamName displayName = teamName
} }
// In Coop: Verwende Host's PlayerCode für Score
if hostPlayerCode != "" {
playerCodeToUse = hostPlayerCode
log.Printf("🔑 Coop-Mode: Verwende Host PlayerCode für Score-Submission")
}
} }
msg := WebSocketMessage{ msg := WebSocketMessage{
Type: "score_submit", Type: "score_submit",
Payload: game.ScoreSubmission{ Payload: game.ScoreSubmission{
PlayerName: displayName, PlayerName: displayName,
PlayerCode: g.playerCode, PlayerCode: playerCodeToUse,
Name: displayName, // Für Kompatibilität Name: displayName, // Für Kompatibilität
Score: score, Score: score,
Mode: g.gameMode, Mode: g.gameMode,
@@ -279,5 +291,5 @@ func (g *Game) submitScore() {
g.sendWebSocketMessage(msg) g.sendWebSocketMessage(msg)
g.scoreSubmitted = true g.scoreSubmitted = true
log.Printf("📊 Score submitted: %s = %d (TeamName: %s)", displayName, score, teamName) log.Printf("📊 Score submitted: %s = %d (PlayerCode: %s, TeamName: %s)", displayName, score, playerCodeToUse, teamName)
} }

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@@ -152,16 +152,17 @@ func (g *Game) connectToServer() {
joinMsg := WebSocketMessage{ joinMsg := WebSocketMessage{
Type: "join", Type: "join",
Payload: game.JoinRequest{ Payload: game.JoinRequest{
Name: g.playerName, Name: g.playerName,
RoomID: g.roomID, RoomID: g.roomID,
GameMode: g.gameMode, GameMode: g.gameMode,
IsHost: g.isHost, IsHost: g.isHost,
TeamName: g.teamName, TeamName: g.teamName,
PlayerCode: g.playerCode,
}, },
} }
g.sendWebSocketMessage(joinMsg) g.sendWebSocketMessage(joinMsg)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID) log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s, PlayerCode=%s", g.playerName, g.roomID, g.playerCode)
} }
// sendWebSocketMessage sendet eine Nachricht über WebSocket // sendWebSocketMessage sendet eine Nachricht über WebSocket
@@ -191,14 +192,16 @@ func (g *Game) sendInput(input game.ClientInput) {
// startGame sendet den Start-Befehl über WebSocket // startGame sendet den Start-Befehl über WebSocket
func (g *Game) startGame() { func (g *Game) startGame() {
myID := g.getMyPlayerID()
msg := WebSocketMessage{ msg := WebSocketMessage{
Type: "start", Type: "start",
Payload: game.StartRequest{ Payload: game.StartRequest{
RoomID: g.roomID, RoomID: g.roomID,
PlayerID: myID,
}, },
} }
g.sendWebSocketMessage(msg) g.sendWebSocketMessage(msg)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s", g.roomID) log.Printf("▶️ START gesendet über WebSocket: RoomID=%s, PlayerID=%s", g.roomID, myID)
} }
// connectForLeaderboard verbindet für Leaderboard-Abfrage // connectForLeaderboard verbindet für Leaderboard-Abfrage
@@ -281,21 +284,30 @@ func (g *Game) submitScore() {
// Verwende Team-Name für Coop-Mode, sonst Player-Name // Verwende Team-Name für Coop-Mode, sonst Player-Name
displayName := name displayName := name
teamName := "" teamName := ""
playerCodeToUse := g.playerCode
if g.gameMode == "coop" { if g.gameMode == "coop" {
g.stateMutex.Lock() g.stateMutex.Lock()
teamName = g.gameState.TeamName teamName = g.gameState.TeamName
hostPlayerCode := g.gameState.HostPlayerCode
g.stateMutex.Unlock() g.stateMutex.Unlock()
if teamName != "" { if teamName != "" {
displayName = teamName displayName = teamName
} }
// In Coop: Verwende Host's PlayerCode für Score
if hostPlayerCode != "" {
playerCodeToUse = hostPlayerCode
log.Printf("🔑 Coop-Mode: Verwende Host PlayerCode für Score-Submission")
}
} }
msg := WebSocketMessage{ msg := WebSocketMessage{
Type: "score_submit", Type: "score_submit",
Payload: game.ScoreSubmission{ Payload: game.ScoreSubmission{
PlayerName: displayName, PlayerName: displayName,
PlayerCode: g.playerCode, PlayerCode: playerCodeToUse,
Name: displayName, // Für Kompatibilität Name: displayName, // Für Kompatibilität
Score: score, Score: score,
Mode: g.gameMode, Mode: g.gameMode,
@@ -305,7 +317,7 @@ func (g *Game) submitScore() {
g.sendWebSocketMessage(msg) g.sendWebSocketMessage(msg)
g.scoreSubmitted = true g.scoreSubmitted = true
log.Printf("📊 Score submitted: %s = %d (TeamName: %s)", displayName, score, teamName) log.Printf("📊 Score submitted: %s = %d (PlayerCode: %s, TeamName: %s)", displayName, score, playerCodeToUse, teamName)
} }
// Dummy-Funktionen für Kompatibilität mit anderen Teilen des Codes // Dummy-Funktionen für Kompatibilität mit anderen Teilen des Codes

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@@ -44,5 +44,33 @@ input[type=range]{width:100%;max-width:300px}
#mute-btn:hover{background:rgba(255,255,255,.2);border-color:#fff} #mute-btn:hover{background:rgba(255,255,255,.2);border-color:#fff}
#rotate-overlay{display:none;position:fixed;top:0;left:0;width:100%;height:100%;background:#222;z-index:99999;color:#fff;flex-direction:column;align-items:center;justify-content:center;text-align:center} #rotate-overlay{display:none;position:fixed;top:0;left:0;width:100%;height:100%;background:#222;z-index:99999;color:#fff;flex-direction:column;align-items:center;justify-content:center;text-align:center}
.icon{font-size:60px;margin-bottom:20px} .icon{font-size:60px;margin-bottom:20px}
/* Mobile First - Base Styles bereits für Mobile optimiert */
@media screen and (max-width: 768px) {
h1 { font-size: 20px; margin: 5px 0 15px; }
button { font-size: 12px; padding: 12px 20px; margin: 8px; }
.big-btn { font-size: 14px; padding: 14px 25px; }
input[type=text] { font-size: 12px; padding: 10px; max-width: 280px; }
.info-box { max-width: 280px; padding: 10px; font-size: 10px; }
.info-box p { font-size: 11px; }
.overlay-screen { padding: 10px; }
#startScreen { flex-direction: column; gap: 20px; }
.start-left, .start-right { max-width: 90%; flex: 1; }
.center-box { max-width: 90%; }
.leaderboard-box { max-width: 90%; padding: 10px; }
.hall-of-fame-box { max-height: 200px; max-width: 90%; }
.legal-bar { gap: 8px; }
.legal-btn { font-size: 8px; padding: 6px 10px; }
.back-btn { font-size: 10px; padding: 8px 16px; }
}
@media screen and (max-width: 480px) {
h1 { font-size: 16px; line-height: 1.2; }
button { font-size: 10px; padding: 10px 16px; margin: 6px; }
.big-btn { font-size: 12px; padding: 12px 20px; }
input[type=text] { font-size: 11px; padding: 8px; max-width: 240px; }
.overlay-screen { padding: 8px; }
body, html { font-size: 11px; }
}
@media screen and (orientation:portrait){#rotate-overlay{display:flex}#game-container{display:none!important}} @media screen and (orientation:portrait){#rotate-overlay{display:flex}#game-container{display:none!important}}
@media (min-width:1024px){h1{font-size:48px}button{font-size:22px;padding:20px 40px}input[type=text]{max-width:450px;font-size:20px;padding:15px}.info-box{max-width:500px}.hall-of-fame-box{max-height:400px}} @media (min-width:1024px){h1{font-size:48px}button{font-size:22px;padding:20px 40px}input[type=text]{max-width:450px;font-size:20px;padding:15px}.info-box{max-width:500px}.hall-of-fame-box{max-height:400px}}

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@@ -148,6 +148,14 @@ func main() {
// Spieler hinzufügen (ID, Name) // Spieler hinzufügen (ID, Name)
room.AddPlayer(playerID, req.Name) room.AddPlayer(playerID, req.Name)
// Falls Host, speichere PlayerCode
if req.IsHost && req.PlayerCode != "" {
room.Mutex.Lock()
room.HostPlayerCode = req.PlayerCode
room.Mutex.Unlock()
log.Printf("🔑 Host PlayerCode gesetzt: %s", req.PlayerCode)
}
// Session speichern // Session speichern
playerSessions[playerID] = room playerSessions[playerID] = room
log.Printf("➡️ Spieler '%s' ist Raum '%s' beigetreten.", playerID, roomID) log.Printf("➡️ Spieler '%s' ist Raum '%s' beigetreten.", playerID, roomID)
@@ -160,7 +168,7 @@ func main() {
// 4. HANDLER: GAME START (broadcast - alle Pods empfangen, nur der mit dem Raum reagiert) // 4. HANDLER: GAME START (broadcast - alle Pods empfangen, nur der mit dem Raum reagiert)
_, _ = ec.Subscribe("game.start", func(req *game.StartRequest) { _, _ = ec.Subscribe("game.start", func(req *game.StartRequest) {
log.Printf("▶️ START empfangen: RoomID=%s", req.RoomID) log.Printf("▶️ START empfangen: RoomID=%s, PlayerID=%s", req.RoomID, req.PlayerID)
mu.RLock() mu.RLock()
room, exists := rooms[req.RoomID] room, exists := rooms[req.RoomID]
@@ -168,9 +176,17 @@ func main() {
if exists { if exists {
room.Mutex.Lock() room.Mutex.Lock()
// Prüfe ob der Spieler der Host ist
if room.HostID != "" && room.HostID != req.PlayerID {
log.Printf("⚠️ Spieler '%s' ist nicht Host von Raum '%s' (Host: %s)", req.PlayerID, req.RoomID, room.HostID)
room.Mutex.Unlock()
return
}
room.StartCountdown() room.StartCountdown()
room.Mutex.Unlock() room.Mutex.Unlock()
log.Printf("🎮 Raum '%s' Countdown gestartet", req.RoomID) log.Printf("🎮 Raum '%s' Countdown gestartet von Host '%s'", req.RoomID, req.PlayerID)
} else { } else {
log.Printf("❌ Raum '%s' nicht gefunden", req.RoomID) log.Printf("❌ Raum '%s' nicht gefunden", req.RoomID)
} }

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@@ -74,11 +74,12 @@ type ClientInput struct {
} }
type JoinRequest struct { type JoinRequest struct {
Name string `json:"name"` Name string `json:"name"`
RoomID string `json:"room_id"` RoomID string `json:"room_id"`
GameMode string `json:"game_mode"` // "solo" oder "coop" GameMode string `json:"game_mode"` // "solo" oder "coop"
IsHost bool `json:"is_host"` IsHost bool `json:"is_host"`
TeamName string `json:"team_name"` TeamName string `json:"team_name"`
PlayerCode string `json:"player_code"` // PlayerCode für Score-Tracking
} }
type PlayerState struct { type PlayerState struct {
@@ -106,7 +107,8 @@ type GameState struct {
TimeLeft int `json:"time_left"` TimeLeft int `json:"time_left"`
WorldChunks []ActiveChunk `json:"world_chunks"` WorldChunks []ActiveChunk `json:"world_chunks"`
HostID string `json:"host_id"` HostID string `json:"host_id"`
TeamName string `json:"team_name"` // Team-Name (vom Host gesetzt) HostPlayerCode string `json:"host_player_code"` // PlayerCode des Hosts (für Coop-Score)
TeamName string `json:"team_name"` // Team-Name (vom Host gesetzt)
ScrollX float64 `json:"scroll_x"` ScrollX float64 `json:"scroll_x"`
CollectedCoins map[string]bool `json:"collected_coins"` // Welche Coins wurden eingesammelt (Key: ChunkID_ObjectIndex) CollectedCoins map[string]bool `json:"collected_coins"` // Welche Coins wurden eingesammelt (Key: ChunkID_ObjectIndex)
CollectedPowerups map[string]bool `json:"collected_powerups"` // Welche Powerups wurden eingesammelt CollectedPowerups map[string]bool `json:"collected_powerups"` // Welche Powerups wurden eingesammelt
@@ -150,7 +152,8 @@ type ScoreSubmissionResponse struct {
// Start-Request vom Client // Start-Request vom Client
type StartRequest struct { type StartRequest struct {
RoomID string `json:"room_id"` RoomID string `json:"room_id"`
PlayerID string `json:"player_id"` // Wer startet das Spiel
} }
// Leaderboard-Request vom Client // Leaderboard-Request vom Client

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@@ -70,6 +70,7 @@ type Room struct {
Countdown int Countdown int
NextStart time.Time NextStart time.Time
HostID string HostID string
HostPlayerCode string // PlayerCode des Hosts (für Coop-Score Submission)
TeamName string // Name des Teams (vom Host gesetzt) TeamName string // Name des Teams (vom Host gesetzt)
CollectedCoins map[string]bool // Key: "chunkID_objectIndex" CollectedCoins map[string]bool // Key: "chunkID_objectIndex"
CollectedPowerups map[string]bool // Key: "chunkID_objectIndex" CollectedPowerups map[string]bool // Key: "chunkID_objectIndex"
@@ -790,6 +791,7 @@ func (r *Room) Broadcast() {
TimeLeft: r.Countdown, TimeLeft: r.Countdown,
WorldChunks: r.ActiveChunks, WorldChunks: r.ActiveChunks,
HostID: r.HostID, HostID: r.HostID,
HostPlayerCode: r.HostPlayerCode,
TeamName: r.TeamName, TeamName: r.TeamName,
ScrollX: r.GlobalScrollX, ScrollX: r.GlobalScrollX,
CollectedCoins: r.CollectedCoins, CollectedCoins: r.CollectedCoins,